Product Designer — Lucky Engine (UI/UX)

Lucky Robots
Melbourne, AustraliaPosted May 15, 2026
Skip to main content Product Designer — Lucky Engine (UI/UX) Lucky Robots Melbourne, Victoria, Australia Apply Product Designer — Lucky Engine (UI/UX) Lucky Robots Melbourne, Victoria, Australia 2 months ago Over 200 applicants See who Lucky Robots has hired for this role Apply Save Report this job Direct message the job poster from Lucky Robots Nur Unlu Nur Unlu Software Engineer turned Chief of Staff About Lucky RobotsLucky Robots is building the world’s first game engine for robotics — a real-time 3D simulation and training platform where AI learns to move, manipulate, and understand the physical world. We generate massive amounts of high-fidelity training data through large-scale simulation.Our flagship product, Lucky Engine, is a AAA-grade 3D simulation environment built for one purpose: making large-scale robot training and testing faster, more accessible, and more accurate than anything on the market. Our bar for fidelity is uncompromising — if you plugged a simulated robot into a computer over USB, the output should be indistinguishable from the real thing.We’re a small, fast-moving team across AI, simulation, physics, and graphics. We ship quickly and turn ideas into working software fast.The RoleOwn the UI and UX of Lucky Engine end-to-end. You’ll define how a serious 3D simulation engine looks, feels, and behaves — from the viewport interaction model down to every inspector, panel, and shortcut.This is not a marketing site, mobile app, or admin dashboard. It is a desktop 3D engine — dense, visual, and powerful, but immediately legible. Software that someone can open for the first time and start working in, and still grow into for years.The catch: our users are not all 3D experts. They include robotics researchers, ML engineers, hobbyists, startups, and enterprise teams who want to simulate robots and generate training data — many have never opened Blender or Unreal. Your job is to design a tool as powerful as a AAA game engine and approachable enough that someone who has only ever used Cursor or VS Code can be productive in it.That tension is the design problem.The existing tools in this category are notoriously painful to use. We are setting a new standard.What You’ll DesignViewport & 3D interaction — camera, gizmos, selection, the “feel” of working in 3D spaceScene graph and hierarchy — how users build and navigate complex robotic scenesNode-based editors — behaviors, materials, data flow, scriptingAsset editors and content browser — mesh, material, texture, rig, and animation editors; the surfaces where users import, organize, and refine 3D contentRobot and sensor configuration — joints, kinematics, cameras, lidar, IMU, contact sensorsSimulation inspection & debugging — playback, scrubbing, state inspection, sensor visualizationsTimeline and recording — capturing and reviewing training data runsJob orchestration — large-scale parallel simulation jobs and datasetsTraining data inspection — reviewing, filtering, and curating engine outputHigh-density property panels and inspectors — modular, fast, scriptableAI Agent surface — a natural-language interface that lets users describe what they want the engine to do (e.g. “have the G1 robot walk to the table and pick up the cup”) and have the scene set itself upYou’ll work directly with the founders...

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